public ParticleSampleGame() { graphics = new GraphicsDeviceManager(this); #if WINDOWS_PHONE graphics.IsFullScreen = true; // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); #endif Content.RootDirectory = "Content"; // create the particle systems and add them to the components list. // we should never see more than one explosion at once explosion = new ExplosionParticleSystem(this, 1); Components.Add(explosion); // but the smoke from the explosion lingers a while. smoke = new ExplosionSmokeParticleSystem(this, 2); Components.Add(smoke); // we'll see lots of these effects at once; this is ok // because they have a fairly small number of particles per effect. smokePlume = new SmokePlumeParticleSystem(this, 9); Components.Add(smokePlume); // enable the tap gesture for changing particle effects TouchPanel.EnabledGestures = GestureType.Tap; }
public ParticleSampleGame() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 320; graphics.PreferredBackBufferHeight = 480; Content.RootDirectory = "Content"; // create the particle systems and add them to the components list. // we should never see more than one explosion at once explosion = new ExplosionParticleSystem(this, 1); Components.Add(explosion); // but the smoke from the explosion lingers a while. smoke = new ExplosionSmokeParticleSystem(this, 2); Components.Add(smoke); // we'll see lots of these effects at once; this is ok // because they have a fairly small number of particles per effect. smokePlume = new SmokePlumeParticleSystem(this, 9); Components.Add(smokePlume); }
public ParticleSampleGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // create the particle systems and add them to the components list. // we should never see more than one explosion at once explosion = new ExplosionParticleSystem(this, 1); Components.Add(explosion); // but the smoke from the explosion lingers a while. smoke = new ExplosionSmokeParticleSystem(this, 2); Components.Add(smoke); // we'll see lots of these effects at once; this is ok // because they have a fairly small number of particles per effect. smokePlume = new SmokePlumeParticleSystem(this, 9); Components.Add(smokePlume); // enable the tap gesture for changing particle effects TouchPanel.EnabledGestures = GestureType.Tap; }